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User Info for dragonlady

Joined: November 23rd, 2009
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Posts: 13

Recent posts:

Should TTop allow more player freedom? (June 5th, 2010 5:37 PM):
Pygon said:

Map clutter is one of the main reasons I only allow 1 arrow and 1 path at a time. I'd rather not put a timer on them, because you never know how long they need to be there. Ending combat, advancing the turn or entering a new round are also not a guarantee that they are no longer needed.

Note that the Clear Attack Arrow and Clear Path menu options in the right click menu only affect your screen, not anyone else's. So even if the players clean up after themselves, it only cleans their own screen.


Didn't know this. So my GM screen gets very messy with paths taken and attack arrows.

Not sure I really like that.

Running this on a Local Area Network only (June 5th, 2010 5:35 PM):
Cool thanks!

I will have to put it out to see if anyone would be interested in trying this out at Paizocon or Gencon.

Robyn

Running this on a Local Area Network only (June 1st, 2010 5:06 PM):
Hey Pygon,

I was thinking of maybe putting out for a group an invitation of have a LAN party/Game at a convention, where everyone would bring their machine/laptop and plug into a hub (actually a router I guess so that everyone would be assigned an IP), but not actually on the internet.

Before doing this, is there any issues that I would have to deal with to make this a working situation? (Other than bringing my router, wires for those without Wireless).

As a GM this might be an interesting thing to do, and might have a higher chance of successfully getting enough players who all have the program. As a GM, I wouldn't have to draw out a map, or run a voice software, since we are all at the same table (Sorry everyone if this is an obvious question, but I hadn't tried it yet).

Thanks
Robyn

Should TTop allow more player freedom? (June 1st, 2010 4:54 PM):
One problem I noticed as a gm, is that players tend to get messy on the map, they place attack arrows, paths they are going to move, etc and when their "turn" is over, they leave a mess (ie, they don't clear the arrows and paths) Is there a quick way for the Player to automate the removal of those helpful features, without "someone" have to undo those graphics one by one.

Those type of graphics tend to be transitory and do not need to stay on the map past that turn or round: an autocleanup maybe at the conclusion of a round of combat, before the next round begins, this could be a game setting switch maybe?

Thanks
Robyn

If you could describe TTopRPG in a few words... (March 13th, 2010 5:29 PM):
Hey Pygon,

Sorry I didn't see this earlier!

If you decide to do any further ads:

Make sure you put in:

Simple, yet robust interface, that lets you get down to gaming quickly, without requiring your players nor the GM to do hours of setup.

Intuitive interface that is quickly mastered by player, reducing intro time before they get into the action!

Robyn/Dragonlady

Questions and clarifications on lighting (January 31st, 2010 9:59 PM):
Figured, but you asked, so I obliged!

I'm just messing with the maps at this point, since the scenario been played, its all messed with already!

Questions and clarifications on lighting (January 31st, 2010 9:47 PM):
Map as seen by GM
map

As seen by players
map

As seen by GM on Lighting wall screen;
map

Questions and clarifications on lighting (January 31st, 2010 8:59 PM):
It seems that lighting is working a little differently for the PCs, versus me as GM.

The darkness walls do not block the light unless they are double lined, while as PCs, it seems that the light is blocked by only one layer of darkness wall.

Is this intentional?

Visibility of Dungeon Rooms (January 31st, 2010 8:57 PM):
Since TToprpg does not deal with LOS/explored visibility, The GM will need to constantly have the entire map occuded via the Hide function on the menu and then "Reveal" sections at the time of game play, else the players will see the entire geometry of your dungeon/scenario/map then right?

Questions and clarifications on lighting (January 31st, 2010 8:47 PM):
ok, more play,

given a light source, full light, 20 foot radius.

You actually have to set up two wall to block the light?

the first wall, tones it down to dim.

The second wall tones it down to darkness?

I set both walls to "light to darkness"

am I observing this right?

Thanks (January 31st, 2010 8:29 PM):
I also wanted to add my thanks for this product. I have played a couple of games using your program and now GMed a game also for PFS.

I found it easier to set up characters and maps than rpgtools, and very much appreciate it. I am still learning the program and had a few fau paux in my set up of the scenario, but not anything that totally killed it for players (I hope).

Thanks!

Questions and clarifications on lighting (January 31st, 2010 8:25 PM):
So when you create shadow walls, the default is that they lower the light by one level, going from full to dim (and therefore dim to none) , or from dim to none.

So you have to goto the Lighting mode, and then select your wall, and you can change (toggle) the wall between "Full (L)ight to darkness" and "Full (L)ight to shadow" right?

So this is what blocks lights that are outside a room from penetrating the walls and illuminating the wall.

Is there a correlation between lighting and LOS?

It seems that when I have a torch or light source in the room for my NPCs to see that the characters also see the room interior even though they have no LOS and have not explored that room/area yet.

As a GM is is not "quick" to turn these lights off until they reach the area, but my players should not be able to see the illuminated room behind that door until I open the door for them (this requires me as a gm to do two steps, 1. deactive the door shadow wall, opening the door and light and vision is now active both ways, and 2. turn on the lights in the room.

As a GM, who is trying to provide details of the scene to the players, these are extra activites that distract me <sigh>.

Lighting (January 31st, 2010 7:47 PM):
It would be nice to add some standard lighting sources that could be easily added to icons or spots:

Candle
light spells
torches
sunrods
continual light
daylight
lanterns
etc.

Being able to allow players or gm to right click and add these light sources to items or their characters would speed up play and ease the GM having to run back and forth and look up: "Oh you have that type of light, let me look up its stats (radius, brightness, etc).

Of course if you could add that, then the reverse if true also:

darkness
continual darkness (if there were such a thing)
etc

Thanks
Robyn